View Full Version : Moves descriptions
So I took the moves list (http://community.bistudio.com/wiki/Armed_Assault:_Moves_List) and tried it a bit.
I made some description of the moves. You can download the textfile here. (http://www.mv.helsinki.fi/home/etjarvin/ArmA/movesdesc.rar)
I didn´t go trough them all so feel free to add up.
Have to add my personal favourite. (http://www.youtube.com/watch?v=VnAQZew-zis)
Nice idea there http://forums.bistudio.com/oldsmileys/smile_o.gif
Thx for the list
Thanks for the List http://forums.bistudio.com/oldsmileys/wink_o.gif
By the way....the Kung Fu Clip is really funny http://forums.bistudio.com/oldsmileys/smile_o.gif
can u give the sample of ur animation to enderstand what to do please
realy funy kungfu fighting clip http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Lonewolf1980
Dec 3 2006, 00:59
yes the kungfu one is funny,whats the init line ?
this switchmove "kungfu" ?
JohnnyBoy
Dec 4 2006, 01:15
This is excellent. This will help us all when searching for a particular animation.
BI should modify their wiki to include the description per animation.
Thanks much for sharing your research!
I´ve received some questions regarding how to use these moves/animations.
I do not have a single answer to this. I tested them using a simple trigger:
1) You have a soldier. Give him a name, for example mysoldier
2) Make a present trigger. OPFOR present for example (make sure that OPFOR is present)
3) In the trigger put something like this in the "on activation" part: mysoldier playmove "AmovPercMstpSnonWnonDnon_exerciseKata"
That´s the move for that kung fu thing for example.
Executing via triggers can be of course done by multiple different ways.
Another way to use these is in waypoints. Just do the same thing in "on activation" part.
My opinion is that whenever possible use the playmove command.
When using switchmove the animation do not often stop or return the unit in a normal state, this might have some unwanted results. If you must use switchmove you can return the unit in a "normal" state simply by executing mysoldier switchmove "(leave this empty)".
Yet I see little reason to use switchmove if playmove can be used.
Multiplayer behaviour of moves is unknown to me.
I was planning to add the description to the wiki as well, but it seems that I lack the skills (Yes, I know it´s easy). But maybe someday when the list is more complete. Anyone who want´s to do this feel free.
Lonewolf1980
Dec 4 2006, 12:07
big thanks vanska http://forums.bistudio.com/oldsmileys/wink_o.gif
feersum.endjinn
Dec 4 2006, 12:18
Something to consider: you can add "AnimDone" event handler to unit and start playing next animation in event handler for smoothest possible results instead of relying on playMove/delay/playMove/etc type of code.
How do I get a soldier to sit down and stay down? This doesn't work for me:
AmovPercMstpSlowWrflDnon_AmovPsitMstpSlowWrflDnon
For some reason they always get back up after a second.
Something to consider: you can add "AnimDone" event handler to unit and start playing next animation in event handler for smoothest possible results instead of relying on playMove/delay/playMove/etc type of code.
Yes. And this is how you should use them if you really into this animation/moves thing.
This probably also the reason why I didn´t get proper results from every move when I tested them simply on playmove.
I´ll just try to provide some kind of list. Use them as you wish.
Zombie_Mod
Dec 17 2006, 17:17
So I took the moves list (http://community.bistudio.com/wiki/Armed_Assault:_Moves_List) and tried it a bit.
I made some description of the moves. You can download the textfile here. (http://www.mv.helsinki.fi/home/etjarvin/ArmA/movesdesc.rar)
I didn´t go trough them all so feel free to add up.
Have to add my personal favourite. (http://www.youtube.com/watch?v=VnAQZew-zis)
Here's some more moves lists straight from the config.cpp:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class RifleLowStandActions: NoActions {
stop = "AmovPercMstpSlowWrflDnon";
default = "AmovPercMstpSlowWrflDnon";
StopRelaxed = "AidlPercMstpSlowWrflDnon01";
turnL = "AmovPercMstpSlowWrflDnon_turnL";
turnR = "AmovPercMstpSlowWrflDnon_turnR";
turnLRelaxed = "AmovPercMstpSlowWrflDnon_turnL";
turnRRelaxed = "AmovPercMstpSlowWrflDnon_turnR";
reloadMagazine = "WeaponMagazineReloadStand";
reloadMGun = "AmovPercMstpSlowWrflDnon";
reloadMortar = "AmovPercMstpSlowWrflDnon";
throwGrenade = "AwopPercMstpSgthWrflDnon_Throw1";
walkF = "AmovPercMwlkSlowWrflDf";
walkLF = "AmovPercMwlkSlowWrflDfl";
walkRF = "AmovPercMwlkSlowWrflDfr";
walkL = "AmovPercMwlkSlowWrflDl";
walkR = "AmovPercMwlkSlowWrflDr";
walkLB = "AmovPercMwlkSlowWrflDbl";
walkRB = "AmovPercMwlkSlowWrflDbr";
walkB = "AmovPercMwlkSlowWrflDb";
slowF = "AmovPercMrunSlowWrflDf";
slowLF = "AmovPercMrunSlowWrflDfl";
slowRF = "AmovPercMrunSlowWrflDfr";
slowL = "AmovPercMrunSlowWrflDl";
slowR = "AmovPercMrunSlowWrflDr";
slowLB = "AmovPercMrunSlowWrflDbl";
slowRB = "AmovPercMrunSlowWrflDbr";
slowB = "AmovPercMrunSlowWrflDb";
fastF = "AmovPercMsprSlowWrflDf";
fastLF = "AmovPercMsprSlowWrflDfl";
fastRF = "AmovPercMsprSlowWrflDfr";
fastL = "AmovPercMrunSlowWrflDl";
fastR = "AmovPercMrunSlowWrflDr";
fastLB = "AmovPercMrunSlowWrflDbl";
fastRB = "AmovPercMrunSlowWrflDbr";
fastB = "AmovPercMrunSlowWrflDb";
EvasiveForward = "AmovPercMevaSlowWrflDf";
EvasiveLeft = "AmovPercMstpSlowWrflDnon_AmovPercMevaSrasWrflDl";
EvasiveRight = "AmovPercMstpSlowWrflDnon_AmovPercMevaSrasWrflDr";
EvasiveBack = "AmovPercMstpSlowWrflDnon_AmovPercMevaSrasWrflDb";
down = "AmovPpneMstpSrasWrflDnon";
up = "AmovPknlMstpSrasWrflDnon";
die = "AdthPercMstpSlowWrflDnon_1";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPercMstpSrasWrflDnon";
binocOn = "AwopPercMstpSoptWbinDnon_rfl";
binocOff = "AmovPercMstpSrasWrflDnon";
handGunOn = "AmovPercMstpSrasWpstDnon";
takeFlag = "AinvPknlMstpSlayWrflDnon";
putDown = "AinvPknlMstpSlayWrflDnon";
medic = "AinvPknlMstpSlayWrflDnon_medic";
treated = "AinvPknlMstpSlayWrflDnon_healed";
PlayerStand = "AmovPercMstpSlowWrflDnon";
PlayerCrouch = "AmovPknlMstpSrasWrflDnon";
PlayerProne = "AmovPpneMstpSrasWrflDnon";
Combat = "AmovPercMstpSrasWrflDnon";
Lying = "AmovPpneMstpSrasWrflDnon";
Stand = "AmovPercMstpSlowWrflDnon";
Crouch = "AmovPknlMstpSrasWrflDnon";
CanNotMove = "AmovPercMstpSrasWrflDnon";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
FireNotPossible = "AmovPercMstpSrasWrflDnon";
strokeFist = "";
strokeGun = "AmovPercMstpSrasWrflDnon";
GetInLow = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow";
GetInMedium = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium";
GetInHigh = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh";
GetOutLow = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow";
GetOutMedium = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium";
GetOutHigh = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh";
sitDown = "AmovPsitMstpSlowWrflDnon";
salute = "AmovPercMstpSlowWrflDnon_Salute";
class BinocStandRflActions: RifleStandActions {
stop = "AwopPercMstpSoptWbinDnon_rfl";
stopRelaxed = "AwopPercMstpSoptWbinDnon_rfl";
default = "AwopPercMstpSoptWbinDnon_rfl";
binocOff = "AmovPercMstpSrasWrflDnon";
PlayerStand = "AwopPercMstpSoptWbinDnon_rfl";
PlayerCrouch = "AwopPknlMstpSoptWbinDnon_rfl";
PlayerProne = "AwopPpneMstpSoptWbinDnon_rfl";
upDegree = "ManPosBinocStand";
};
class BinocKneelRflActions: RifleKneelActions {
stop = "AwopPknlMstpSoptWbinDnon_rfl";
stopRelaxed = "AwopPknlMstpSoptWbinDnon_rfl";
default = "AwopPknlMstpSoptWbinDnon_rfl";
binocOff = "AmovPknlMstpSrasWrflDnon";
PlayerStand = "AwopPercMstpSoptWbinDnon_rfl";
PlayerCrouch = "AwopPknlMstpSoptWbinDnon_rfl";
PlayerProne = "AwopPpneMstpSoptWbinDnon_rfl";
upDegree = "ManPosBinoc";
};
class BinocProneRflActions: RifleProneActions {
stop = "AwopPpneMstpSoptWbinDnon_rfl";
stopRelaxed = "AwopPpneMstpSoptWbinDnon_rfl";
default = "AwopPpneMstpSoptWbinDnon_rfl";
binocOff = "AmovPpneMstpSrasWrflDnon";
PlayerStand = "AwopPercMstpSoptWbinDnon_rfl";
PlayerCrouch = "AwopPknlMstpSoptWbinDnon_rfl";
PlayerProne = "AwopPpneMstpSoptWbinDnon_rfl";
upDegree = "ManPosBinocLying";
};
class BinocStandPstActions: PistolStandActions {
stop = "AwopPercMstpSoptWbinDnon_pst";
stopRelaxed = "AwopPercMstpSoptWbinDnon_pst";
default = "AwopPercMstpSoptWbinDnon_pst";
binocOff = "AmovPercMstpSrasWpstDnon";
PlayerStand = "AwopPercMstpSoptWbinDnon_pst";
PlayerCrouch = "AwopPknlMstpSoptWbinDnon_pst";
PlayerProne = "AwopPpneMstpSoptWbinDnon_pst";
upDegree = "ManPosBinocStand";
};
class BinocKneelPstActions: PistolKneelActions {
stop = "AwopPknlMstpSoptWbinDnon_pst";
stopRelaxed = "AwopPknlMstpSoptWbinDnon_pst";
default = "AwopPknlMstpSoptWbinDnon_pst";
binocOff = "AmovPknlMstpSrasWpstDnon";
PlayerStand = "AwopPercMstpSoptWbinDnon_pst";
PlayerCrouch = "AwopPknlMstpSoptWbinDnon_pst";
PlayerProne = "AwopPpneMstpSoptWbinDnon_pst";
upDegree = "ManPosBinoc";
};
class BinocPronePstActions: PistolProneActions {
stop = "AwopPpneMstpSoptWbinDnon_pst";
stopRelaxed = "AwopPpneMstpSoptWbinDnon_pst";
default = "AwopPpneMstpSoptWbinDnon_pst";
binocOff = "AmovPpneMstpSrasWpstDnon";
PlayerStand = "AwopPercMstpSoptWbinDnon_pst";
PlayerCrouch = "AwopPknlMstpSoptWbinDnon_pst";
PlayerProne = "AwopPpneMstpSoptWbinDnon_pst";
upDegree = "ManPosBinocLying";
};
class BinocKneelLnrActions: LauncherKneelActions {
stop = "AwopPknlMstpSoptWbinDnon_lnr";
stopRelaxed = "AwopPknlMstpSoptWbinDnon_lnr";
default = "AwopPknlMstpSoptWbinDnon_lnr";
binocOff = "AmovPknlMstpSrasWlnrDnon";
upDegree = "ManPosBinoc";
};
class BinocStandCivilActions: CivilStandActions {
stop = "AwopPercMstpSoptWbinDnon_non";
stopRelaxed = "AwopPercMstpSoptWbinDnon_non";
default = "AwopPercMstpSoptWbinDnon_non";
binocOff = "AmovPercMstpSnonWnonDnon";
PlayerStand = "AwopPercMstpSoptWbinDnon_non";
PlayerCrouch = "AwopPpneMstpSoptWbinDnon_non";
PlayerProne = "AwopPpneMstpSoptWbinDnon_non";
upDegree = "ManPosBinocStand";
};
class BinocProneCivilActions: CivilProneActions {
stop = "AwopPpneMstpSoptWbinDnon_non";
stopRelaxed = "AwopPpneMstpSoptWbinDnon_non";
default = "AwopPpneMstpSoptWbinDnon_non";
binocOff = "AmovPpneMstpSnonWnonDnon";
PlayerStand = "AwopPercMstpSoptWbinDnon_non";
PlayerCrouch = "AwopPpneMstpSoptWbinDnon_non";
PlayerProne = "AwopPpneMstpSoptWbinDnon_non";
upDegree = "ManPosBinocLying";
};
class SwimmingActions: NoActions {
stop = "AswmPercMstpSnonWnonDnon";
default = "AswmPercMstpSnonWnonDnon";
stopRelaxed = "AswmPercMstpSnonWnonDnon";
turnL = "AswmPercMstpSnonWnonDnon";
turnR = "AswmPercMstpSnonWnonDnon";
die = "AdthPswmMstpSnonWnonDnon";
EvasiveForward = "AswmPercMsprSnonWnonDf";
walkF = "AswmPercMwlkSnonWnonDf";
walkLF = "AswmPercMwlkSnonWnonDf";
walkRF = "AswmPercMwlkSnonWnonDf";
walkL = "AswmPercMstpSnonWnonDnon";
walkR = "AswmPercMstpSnonWnonDnon";
walkLB = "AswmPercMstpSnonWnonDnon";
walkRB = "AswmPercMstpSnonWnonDnon";
walkB = "AswmPercMstpSnonWnonDnon";
slowF = "AswmPercMrunSnonWnonDf";
slowLF = "AswmPercMrunSnonWnonDf";
slowRF = "AswmPercMrunSnonWnonDf";
slowL = "AswmPercMstpSnonWnonDnon";
slowR = "AswmPercMstpSnonWnonDnon";
slowLB = "AswmPercMstpSnonWnonDnon";
slowRB = "AswmPercMstpSnonWnonDnon";
slowB = "AswmPercMstpSnonWnonDnon";
fastF = "AswmPercMsprSnonWnonDf";
fastLF = "AswmPercMsprSnonWnonDf";
fastRF = "AswmPercMsprSnonWnonDf";
fastL = "AswmPercMstpSnonWnonDnon";
fastR = "AswmPercMstpSnonWnonDnon";
fastLB = "AswmPercMstpSnonWnonDnon";
fastRB = "AswmPercMstpSnonWnonDnon";
fastB = "AswmPercMstpSnonWnonDnon";
stopSwim = "AmovPercMstpSnonWnonDnon";
upDegree = "ManPosSwimming";
turnSpeed = 1;
limitFast = 2.000000;
};
class SwimmForwardActions: SwimmingActions {
die = "AdthPswmMrunSnonWnonDf";
};
class RifleLowWlkFActions: RifleLowStandActions {
die = "AdthPercMstpSlowWrflDf_1";
throwGrenade = "AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthThrow";
EvasiveLeft = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl";
EvasiveRight = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDr";
EvasiveBack = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb";
salute = "";
sitDown = "";
};
class RifleLowRunFActions: RifleLowStandActions {
die = "AdthPercMrunSlowWrflDf_6";
throwGrenade = "AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthThrow";
EvasiveLeft = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl";
EvasiveRight = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDr";
EvasiveBack = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb";
salute = "";
sitDown = "";
};
class RifleLowWlkLActions: RifleLowStandActions {
EvasiveLeft = "AmovPercMwlkSrasWrflDl";
salute = "";
sitDown = "";
};
class RifleLowWlkRActions: RifleLowStandActions {
EvasiveRight = "AmovPercMwlkSrasWrflDr";
salute = "";
sitDown = "";
};
class RifleLowRunLActions: RifleLowStandActions {
EvasiveLeft = "AmovPercMwlkSrasWrflDl";
salute = "";
sitDown = "";
};
class RifleLowRunRActions: RifleLowStandActions {
EvasiveRight = "AmovPercMwlkSrasWrflDr";
salute = "";
sitDown = "";
};
class RifleLowRunBActions: RifleLowStandActions {
EvasiveBack = "AmovPercMwlkSrasWrflDb";
salute = "";
sitDown = "";
};
class RifleStandActions: RifleLowStandActions {
stop = "AmovPercMstpSrasWrflDnon";
default = "AmovPercMstpSrasWrflDnon";
StopRelaxed = "AidlPercMstpSrasWrflDnon01";
die = "AdthPercMstpSrasWrflDnon_1";
turnL = "AmovPercMstpSrasWrflDnon_turnL";
turnR = "AmovPercMstpSrasWrflDnon_turnR";
turnLRelaxed = "AmovPercMstpSrasWrflDnon_turnL";
turnRRelaxed = "AmovPercMstpSrasWrflDnon_turnR";
reloadMagazine = "WeaponMagazineReloadStand";
reloadMGun = "AmovPercMstpSrasWrflDnon";
reloadMortar = "AmovPercMstpSrasWrflDnon";
throwGrenade = "AwopPercMstpSgthWrflDnon_Throw2";
walkF = "AmovPercMwlkSrasWrflDf";
walkLF = "AmovPercMwlkSrasWrflDfl";
walkRF = "AmovPercMwlkSrasWrflDfr";
walkL = "AmovPercMwlkSrasWrflDl";
walkR = "AmovPercMwlkSrasWrflDr";
walkLB = "AmovPercMwlkSrasWrflDbl";
walkRB = "AmovPercMwlkSrasWrflDbr";
walkB = "AmovPercMwlkSrasWrflDb";
slowF = "AmovPercMrunSrasWrflDf";
slowLF = "AmovPercMrunSrasWrflDfl";
slowRF = "AmovPercMrunSrasWrflDfr";
slowL = "AmovPercMrunSrasWrflDl";
slowR = "AmovPercMrunSrasWrflDr";
slowLB = "AmovPercMrunSrasWrflDbl";
slowRB = "AmovPercMrunSrasWrflDbr";
slowB = "AmovPercMrunSrasWrflDb";
fastF = "AmovPercMsprSrasWrflDf";
fastLF = "AmovPercMsprSrasWrflDfl";
fastRF = "AmovPercMsprSrasWrflDfr";
fastL = "AmovPercMrunSrasWrflDl";
fastR = "AmovPercMrunSrasWrflDr";
fastLB = "AmovPercMrunSrasWrflDbl";
fastRB = "AmovPercMrunSrasWrflDbr";
fastB = "AmovPercMrunSrasWrflDb";
EvasiveLeft = "AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDl";
EvasiveRight = "AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDr";
EvasiveBack = "AmovPercMstpSrasWrflDnon_AmovPercMevaSrasWrflDb";
down = "AmovPpneMstpSrasWrflDnon";
up = "AmovPknlMstpSrasWrflDnon";
PlayerStand = "AmovPercMstpSrasWrflDnon";
upDegree = "ManPosCombat";
};
class RifleStandEvasiveActions: RifleStandActions {
useFastMove = 1;
fastF = "AmovPercMevaSlowWrflDf";
fastLF = "AmovPercMevaSlowWrflDfl";
fastRF = "AmovPercMevaSlowWrflDfr";
throwGrenade = "AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthThrow";
salute = "";
sitDown = "";
limitFast = 5.500000;
};
class RifleWalkFActions: RifleStandActions {
die = "AdthPercMstpSrasWrflDf_1";
throwGrenade = "AmovPercMwlkSrasWrflDf_AmovPercMstpSrasWrflDnon_gthThrow";
EvasiveLeft = "AmovPercMrunSrasWrflDf_AmovPercMevaSrasWrflDl";
EvasiveRight = "AmovPercMrunSrasWrflDf_AmovPercMevaSrasWrflDr";
EvasiveBack = "AmovPercMrunSrasWrflDf_AmovPercMevaSrasWrflDb";
salute = "";
sitDown = "";
};
class RifleRunFActions: RifleStandActions {
EvasiveLeft = "AmovPercMrunSrasWrflDf_AmovPercMevaSrasWrflDl";
EvasiveRight = "AmovPercMrunSrasWrflDf_AmovPercMevaSrasWrflDr";
EvasiveBack = "AmovPercMrunSrasWrflDf_AmovPercMevaSrasWrflDb";
throwGrenade = "AmovPercMrunSlowWrflDf_AmovPercMstpSrasWrflDnon_gthThrow";
salute = "";
sitDown = "";
};
class RifleWlkLActions: RifleStandActions {
EvasiveLeft = "AmovPercMwlkSrasWrflDl";
salute = "";
sitDown = "";
};
class RifleWlkRActions: RifleStandActions {
EvasiveRight = "AmovPercMwlkSrasWrflDr";
salute = "";
sitDown = "";
};
class RifleWalkBActions: RifleStandActions {
die = "AdthPercMstpSrasWrflDb_8";
EvasiveBack = "AmovPercMwlkSrasWrflDb";
salute = "";
sitDown = "";
};
class RifleStandSaluteActions: RifleLowStandActions {
stop = "AmovPercMstpSlowWrflDnon_Salute";
StopRelaxed = "AmovPercMstpSlowWrflDnon_Salute";
default = "AmovPercMstpSlowWrflDnon_Salute";
salute = "";
sitDown = "";
};
class SitActions: RifleLowStandActions {
turnL = "";
turnR = "";
stop = "AmovPsitMstpSlowWrflDnon";
StopRelaxed = "AmovPsitMstpSlowWrflDnon";
default = "AmovPsitMstpSlowWrflDnon";
strokeFist = "";
sitDown = "";
die = "AdthPsitMstpSlowWrflDnon";
};
class RifleStandTakeActions: RifleLowStandActions {
stop = "AinvPknlMstpSlayWrflDnon";
StopRelaxed = "AinvPknlMstpSlayWrflDnon";
default = "AinvPknlMstpSlayWrflDnon";
salute = "";
sitDown = "";
};
class RifleKneelActions: RifleStandActions {
stop = "AmovPknlMstpSrasWrflDnon";
default = "AmovPknlMstpSrasWrflDnon";
stopRelaxed = "AidlPknlMstpSrasWrflDnon01";
turnL = "AmovPknlMstpSrasWrflDnon_turnL";
turnR = "AmovPknlMstpSrasWrflDnon_turnR";
turnLRelaxed = "AmovPknlMstpSrasWrflDnon_turnL";
turnRRelaxed = "AmovPknlMstpSrasWrflDnon_turnR";
reloadMagazine = "WeaponMagazineReloadKneel";
reloadMGun = "AmovPknlMstpSrasWrflDnon";
reloadMortar = "AmovPknlMstpSrasWrflDnon";
throwGrenade = "AwopPknlMstpSgthWrflDnon_Throw";
walkF = "AmovPknlMwlkSrasWrflDf";
walkLF = "AmovPknlMwlkSrasWrflDfl";
walkRF = "AmovPknlMwlkSrasWrflDfr";
walkL = "AmovPknlMwlkSrasWrflDl";
walkR = "AmovPknlMwlkSrasWrflDr";
walkLB = "AmovPknlMwlkSrasWrflDbl";
walkRB = "AmovPknlMwlkSrasWrflDbr";
walkB = "AmovPknlMwlkSrasWrflDb";
slowF = "AmovPknlMrunSlowWrflDf";
slowLF = "AmovPknlMrunSlowWrflDfl";
slowRF = "AmovPknlMrunSlowWrflDfr";
slowL = "AmovPknlMrunSlowWrflDl";
slowR = "AmovPknlMrunSlowWrflDr";
slowLB = "AmovPknlMrunSlowWrflDbl";
slowRB = "AmovPknlMrunSlowWrflDbr";
slowB = "AmovPknlMrunSlowWrflDb";
fastF = "AmovPknlMrunSlowWrflDf";
fastLF = "AmovPknlMrunSlowWrflDfl";
fastRF = "AmovPknlMrunSlowWrflDfr";
fastL = "AmovPknlMrunSlowWrflDl";
fastR = "AmovPknlMrunSlowWrflDr";
fastLB = "AmovPknlMrunSlowWrflDbl";
fastRB = "AmovPknlMrunSlowWrflDbr";
fastB = "AmovPknlMrunSlowWrflDb";
EvasiveLeft = "AmovPknlMstpSrasWrflDnon_AmovPknlMevaSrasWrflDl";
EvasiveRight = "AmovPknlMstpSrasWrflDnon_AmovPknlMevaSrasWrflDr";
EvasiveBack = "AmovPknlMstpSrasWrflDnon_AmovPknlMevaSrasWrflDb";
down = "AmovPpneMstpSrasWrflDnon";
up = "AmovPercMstpSrasWrflDnon";
die = "AdthPknlMstpSrasWrflDnon_1";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPknlMstpSrasWrflDnon";
binocOn = "AwopPknlMstpSoptWbinDnon_rfl";
binocOff = "AmovPknlMstpSrasWrflDnon";
handGunOn = "AmovPknlMstpSrasWpstDnon";
takeFlag = "AinvPknlMstpSlayWrflDnon_1";
putDown = "AinvPknlMstpSlayWrflDnon_1";
treated = "AmovPknlMstpSrasWrflDnon";
Combat = "AmovPercMstpSrasWrflDnon";
Lying = "AmovPpneMstpSrasWrflDnon";
Stand = "AmovPknlMstpSrasWrflDnon";
Crouch = "AmovPknlMstpSrasWrflDnon";
CanNotMove = "AmovPknlMstpSrasWrflDnon";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
FireNotPossible = "AmovPknlMstpSrasWrflDnon";
strokeFist = "";
strokeGun = "AmovPknlMstpSrasWrflDnon";
sitDown = "";
salute = "";
turnSpeed = 8;
limitFast = 5.500000;
upDegree = "ManPosCrouch";
};
class RifleKneelTakeActions: RifleKneelActions {
stop = "AinvPknlMstpSlayWrflDnon_1";
StopRelaxed = "AinvPknlMstpSlayWrflDnon_1";
default = "AinvPknlMstpSlayWrflDnon_1";
salute = "";
sitDown = "";
};
class RifleProneActions: RifleStandActions {
stop = "AmovPpneMstpSrasWrflDnon";
default = "AmovPpneMstpSrasWrflDnon";
stopRelaxed = "AidlPpneMstpSrasWrflDnon01";
turnL = "AmovPpneMstpSrasWrflDnon_turnL";
turnR = "AmovPpneMstpSrasWrflDnon_turnR";
turnLRelaxed = "AmovPpneMstpSrasWrflDnon_turnL";
turnRRelaxed = "AmovPpneMstpSrasWrflDnon_turnR";
reloadMagazine = "WeaponMagazineReloadProne";
reloadMGun = "AmovPpneMstpSrasWrflDnon";
reloadMortar = "AmovPpneMstpSrasWrflDnon";
throwGrenade = "AwopPpneMstpSgthWrflDnon_Throw";
walkF = "AmovPpneMrunSlowWrflDf";
walkLF = "AmovPpneMrunSlowWrflDfl";
walkRF = "AmovPpneMrunSlowWrflDfr";
walkL = "AmovPpneMrunSlowWrflDl";
walkR = "AmovPpneMrunSlowWrflDr";
walkLB = "AmovPpneMrunSlowWrflDbl";
walkRB = "AmovPpneMrunSlowWrflDbr";
walkB = "AmovPpneMrunSlowWrflDb";
slowF = "AmovPpneMrunSlowWrflDf";
slowLF = "AmovPpneMrunSlowWrflDfl";
slowRF = "AmovPpneMrunSlowWrflDfr";
slowL = "AmovPpneMrunSlowWrflDl";
slowR = "AmovPpneMrunSlowWrflDr";
slowLB = "AmovPpneMrunSlowWrflDbl";
slowRB = "AmovPpneMrunSlowWrflDbr";
slowB = "AmovPpneMrunSlowWrflDb";
fastF = "AmovPpneMsprSlowWrflDf";
fastLF = "AmovPpneMsprSlowWrflDfl";
fastRF = "AmovPpneMsprSlowWrflDfr";
fastL = "AmovPpneMrunSlowWrflDl";
fastR = "AmovPpneMrunSlowWrflDr";
fastLB = "AmovPpneMrunSlowWrflDbl";
fastRB = "AmovPpneMrunSlowWrflDbr";
fastB = "AmovPpneMrunSlowWrflDb";
EvasiveLeft = "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDl";
EvasiveRight = "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr";
down = "AmovPercMstpSrasWrflDnon";
up = "AmovPknlMstpSrasWrflDnon";
die = "AdthPpneMstpSrasWrflDnon_1";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPpneMstpSrasWrflDnon";
binocOn = "AwopPpneMstpSoptWbinDnon_rfl";
binocOff = "AmovPpneMstpSrasWrflDnon";
handGunOn = "AmovPpneMstpSrasWpstDnon";
takeFlag = "AmovPpneMstpSrasWrflDnon";
putDown = "AmovPpneMstpSrasWrflDnon";
treated = "AmovPpneMstpSrasWrflDnon_healed";
Combat = "AmovPercMstpSrasWrflDnon";
Lying = "AmovPpneMstpSrasWrflDnon";
Stand = "AmovPpneMstpSrasWrflDnon";
Crouch = "AmovPknlMstpSrasWrflDnon";
CanNotMove = "AmovPpneMstpSrasWrflDnon";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
FireNotPossible = "AmovPpneMstpSrasWrflDnon";
strokeFist = "";
strokeGun = "AmovPpneMstpSrasWrflDnon";
sitDown = "";
salute = "";
turnSpeed = 8;
limitFast = 5.500000;
leanRRot = 0;
leanRShift = 0;
leanLRot = 0;
leanLShift = 0;
upDegree = "ManPosLying";
};
class PistolStandActions: NoActions {
stop = "AmovPercMstpSrasWpstDnon";
default = "AmovPercMstpSrasWpstDnon";
stopRelaxed = "AidlPercMstpSrasWpstDnon01";
turnL = "AmovPercMstpSrasWpstDnon_turnL";
turnR = "AmovPercMstpSrasWpstDnon_turnR";
turnLRelaxed = "AmovPercMstpSrasWpstDnon_turnL";
turnRRelaxed = "AmovPercMstpSrasWpstDnon_turnR";
reloadMagazine = "PistolMagazineReloadStand";
reloadMGun = "AmovPercMstpSrasWpstDnon";
reloadMortar = "AmovPercMstpSrasWpstDnon";
throwGrenade = "AwopPercMstpSgthWpstDnon_Part3";
walkF = "AmovPercMwlkSrasWpstDf";
walkLF = "AmovPercMwlkSrasWpstDfl";
walkRF = "AmovPercMwlkSrasWpstDfr";
walkL = "AmovPercMwlkSrasWpstDl";
walkR = "AmovPercMwlkSrasWpstDr";
walkLB = "AmovPercMwlkSrasWpstDbl";
walkRB = "AmovPercMwlkSrasWpstDbr";
walkB = "AmovPercMwlkSrasWpstDb";
slowF = "AmovPercMrunSlowWpstDf";
slowLF = "AmovPercMrunSlowWpstDfl";
slowRF = "AmovPercMrunSlowWpstDfr";
slowL = "AmovPercMrunSlowWpstDl";
slowR = "AmovPercMrunSlowWpstDr";
slowLB = "AmovPercMrunSlowWpstDbl";
slowRB = "AmovPercMrunSlowWpstDbr";
slowB = "AmovPercMrunSlowWpstDb";
fastF = "AmovPercMrunSlowWpstDf";
fastLF = "AmovPercMrunSlowWpstDfl";
fastRF = "AmovPercMrunSlowWpstDfr";
fastL = "AmovPercMrunSlowWpstDl";
fastR = "AmovPercMrunSlowWpstDr";
fastLB = "AmovPercMrunSlowWpstDbl";
fastRB = "AmovPercMrunSlowWpstDbr";
fastB = "AmovPercMrunSlowWpstDb";
down = "AmovPpneMstpSrasWpstDnon";
up = "AmovPknlMstpSrasWpstDnon";
PlayerStand = "AmovPercMstpSrasWpstDnon";
PlayerCrouch = "AmovPknlMstpSrasWpstDnon";
PlayerProne = "AmovPpneMstpSrasWpstDnon";
EvasiveForward = "AmovPercMevaSlowWpstDf";
die = "AdthPercMstpSrasWpstDnon_1";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPercMstpSrasWpstDnon";
binocOn = "AwopPercMstpSoptWbinDnon_pst";
binocOff = "AmovPercMstpSrasWpstDnon";
handGunOn = "AmovPercMstpSrasWrflDnon";
takeFlag = "AinvPknlMstpSnonWnonDnon_1";
putDown = "AinvPknlMstpSnonWnonDnon_1";
medic = "AinvPknlMstpSnonWnonDnon_medic_1";
treated = "AinvPknlMstpSnonWnonDnon_healed_1";
Combat = "AmovPercMstpSrasWrflDnon";
Lying = "AmovPpneMstpSrasWpstDnon";
Stand = "AmovPercMstpSlowWrflDnon";
Crouch = "AmovPknlMstpSrasWpstDnon";
CanNotMove = "AmovPercMstpSrasWpstDnon";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
FireNotPossible = "AmovPercMstpSrasWpstDnon";
strokeFist = "";
strokeGun = "AmovPercMstpSrasWpstDnon";
GetInLow = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow";
GetInMedium = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium";
GetInHigh = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh";
GetOutLow = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutLow";
GetOutMedium = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutMedium";
GetOutHigh = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWpstDnon_getOutHigh";
startSwim = "AswmPercMrunSnonWnonDf";
sitDown = "";
salute = "AmovPercMstpSrasWpstDnon_Salute";
leanRRot = 0.500000;
leanRShift = 0.010000;
leanLRot = 0.500000;
leanLShift = 0.010000;
turnSpeed = 8;
limitFast = 5.500000;
upDegree = "ManPosHandGunStand";
};
class PistolStandEvasiveActions: PistolStandActions {
useFastMove = 1;
fastF = "AmovPercMevaSlowWpstDf";
fastLF = "AmovPercMevaSlowWpstDfl";
fastRF = "AmovPercMevaSlowWpstDfr";
salute = "";
limitFast = 5.500000;
};
class PistolRunFActions: PistolStandActions {
die = "AdthPercMstpSrasWpstDf_2";
throwGrenade = "AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow";
};
class PistolWalkFActions: PistolStandActions {
die = "AdthPercMstpSrasWpstDf_2";
throwGrenade = "AmovPercMwlkSrasWpstDf_AmovPercMstpSrasWpstDnon_gthThrow";
};
class PistolStandSaluteActions: PistolStandActions {
stop = "AmovPercMstpSrasWpstDnon_Salute";
stopRelaxed = "AmovPercMstpSrasWpstDnon_Salute";
default = "AmovPercMstpSrasWpstDnon_Salute";
salute = "";
};
class PistolStandTakeActions: PistolStandActions {
stop = "AinvPknlMstpSnonWnonDnon_1";
StopRelaxed = "AinvPknlMstpSnonWnonDnon_1";
default = "AinvPknlMstpSnonWnonDnon_1";
salute = "";
sitDown = "";
};
class PistolKneelActions: PistolStandActions {
stop = "AmovPknlMstpSrasWpstDnon";
default = "AmovPknlMstpSrasWpstDnon";
stopRelaxed = "AidlPknlMstpSrasWpstDnon01";
turnL = "AmovPknlMstpSrasWpstDnon_turnL";
turnR = "AmovPknlMstpSrasWpstDnon_turnR";
turnLRelaxed = "AmovPknlMstpSrasWpstDnon_turnL";
turnRRelaxed = "AmovPknlMstpSrasWpstDnon_turnR";
reloadMagazine = "PistolMagazineReloadKneel";
reloadMGun = "AmovPknlMstpSrasWpstDnon";
reloadMortar = "AmovPknlMstpSrasWpstDnon";
throwGrenade = "AwopPknlMstpSgthWrflDnon_Throw";
walkF = "AmovPknlMwlkSrasWpstDf";
walkLF = "AmovPknlMwlkSrasWpstDfl";
walkRF = "AmovPknlMwlkSrasWpstDfr";
walkL = "AmovPknlMwlkSrasWpstDl";
walkR = "AmovPknlMwlkSrasWpstDr";
walkLB = "AmovPknlMwlkSrasWpstDbl";
walkRB = "AmovPknlMwlkSrasWpstDbr";
walkB = "AmovPknlMwlkSrasWpstDb";
slowF = "AmovPknlMrunSlowWpstDf";
slowLF = "AmovPknlMrunSlowWpstDfl";
slowRF = "AmovPknlMrunSlowWpstDfr";
slowL = "AmovPknlMrunSlowWpstDl";
slowR = "AmovPknlMrunSlowWpstDr";
slowLB = "AmovPknlMrunSlowWpstDbl";
slowRB = "AmovPknlMrunSlowWpstDbr";
slowB = "AmovPknlMrunSlowWpstDb";
fastF = "AmovPknlMsprSlowWpstDf";
fastLF = "AmovPknlMsprSlowWpstDfl";
fastRF = "AmovPknlMsprSlowWpstDfr";
fastL = "AmovPknlMrunSlowWpstDl";
fastR = "AmovPknlMrunSlowWpstDr";
fastLB = "AmovPknlMrunSlowWpstDbl";
fastRB = "AmovPknlMrunSlowWpstDbr";
fastB = "AmovPknlMrunSlowWpstDb";
down = "AmovPpneMstpSrasWpstDnon";
up = "AmovPercMstpSrasWpstDnon";
PlayerStand = "AmovPercMstpSrasWpstDnon";
PlayerCrouch = "AmovPknlMstpSrasWpstDnon";
PlayerProne = "AmovPpneMstpSrasWpstDnon";
die = "AdthPknlMstpSrasWpstDnon_1";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPknlMstpSrasWpstDnon";
binocOn = "AwopPknlMstpSoptWbinDnon_pst";
binocOff = "AmovPknlMstpSrasWpstDnon";
handGunOn = "AmovPknlMstpSrasWrflDnon";
takeFlag = "AinvPknlMstpSnonWnonDnon_2";
putDown = "AinvPknlMstpSnonWnonDnon_2";
Combat = "AmovPercMstpSrasWrflDnon";
Lying = "AmovPpneMstpSrasWpstDnon";
Stand = "AmovPercMstpSnonWnonDnon";
Crouch = "AmovPknlMstpSrasWpstDnon";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
CanNotMove = "AmovPknlMstpSrasWpstDnon";
FireNotPossible = "AmovPknlMstpSrasWpstDnon";
strokeFist = "";
strokeGun = "AmovPknlMstpSrasWpstDnon";
sitDown = "";
salute = "";
turnSpeed = 8;
limitFast = 5.500000;
upDegree = "ManPosHandGunCrouch";
};
class PistolKneelTakeActions: PistolKneelActions {
stop = "AinvPknlMstpSnonWnonDnon_2";
StopRelaxed = "AinvPknlMstpSnonWnonDnon_2";
default = "AinvPknlMstpSnonWnonDnon_2";
salute = "";
sitDown = "";
};
class PistolProneActions: PistolStandActions {
stop = "AmovPpneMstpSrasWpstDnon";
default = "AmovPpneMstpSrasWpstDnon";
stopRelaxed = "AidlPpneMstpSrasWpstDnon01";
turnL = "AmovPpneMstpSrasWpstDnon_turnL";
turnR = "AmovPpneMstpSrasWpstDnon_turnR";
turnLRelaxed = "AmovPpneMstpSrasWpstDnon_turnL";
turnRRelaxed = "AmovPpneMstpSrasWpstDnon_turnR";
reloadMagazine = "PistolMagazineReloadProne";
reloadMGun = "AmovPpneMstpSrasWpstDnon";
reloadMortar = "AmovPpneMstpSrasWpstDnon";
throwGrenade = "AwopPpneMstpSgthWpstDnon_Part3";
walkF = "AmovPpneMrunSlowWpstDf";
walkLF = "AmovPpneMrunSlowWpstDfl";
walkRF = "AmovPpneMrunSlowWpstDfr";
walkL = "AmovPpneMrunSlowWpstDl";
walkR = "AmovPpneMrunSlowWpstDr";
walkLB = "AmovPpneMrunSlowWpstDbl";
walkRB = "AmovPpneMrunSlowWpstDbr";
walkB = "AmovPpneMrunSlowWpstDb";
slowF = "AmovPpneMrunSlowWpstDf";
slowLF = "AmovPpneMrunSlowWpstDfl";
slowRF = "AmovPpneMrunSlowWpstDfr";
slowL = "AmovPpneMrunSlowWpstDl";
slowR = "AmovPpneMrunSlowWpstDr";
slowLB = "AmovPpneMrunSlowWpstDbl";
slowRB = "AmovPpneMrunSlowWpstDbr";
slowB = "AmovPpneMrunSlowWpstDb";
fastF = "AmovPpneMrunSlowWpstDf";
fastLF = "AmovPpneMrunSlowWpstDfl";
fastRF = "AmovPpneMrunSlowWpstDfr";
fastL = "AmovPpneMrunSlowWpstDl";
fastR = "AmovPpneMrunSlowWpstDr";
fastLB = "AmovPpneMrunSlowWpstDbl";
fastRB = "AmovPpneMrunSlowWpstDbr";
fastB = "AmovPpneMrunSlowWpstDb";
EvasiveLeft = "AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDl";
EvasiveRight = "AmovPpneMstpSrasWpstDnon_AmovPpneMevaSlowWpstDr";
down = "AmovPercMstpSrasWpstDnon";
up = "AmovPknlMstpSrasWpstDnon";
PlayerStand = "AmovPercMstpSrasWpstDnon";
PlayerCrouch = "AmovPknlMstpSrasWpstDnon";
PlayerProne = "AmovPpneMstpSrasWpstDnon";
die = "AdthPpneMstpSrasWpstDnon_1";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPpneMstpSrasWpstDnon";
binocOn = "AwopPpneMstpSoptWbinDnon_pst";
binocOff = "AmovPpneMstpSrasWpstDnon";
handGunOn = "AmovPpneMstpSrasWrflDnon";
takeFlag = "AmovPpneMstpSrasWpstDnon";
putDown = "AmovPpneMstpSrasWpstDnon";
treated = "AmovPpneMstpSrasWpstDnon_healed";
Combat = "AmovPercMstpSrasWrflDnon";
Lying = "AmovPpneMstpSrasWpstDnon";
Stand = "AmovPercMstpSnonWnonDnon";
Crouch = "AmovPknlMstpSrasWpstDnon";
CanNotMove = "AmovPpneMstpSrasWpstDnon";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
FireNotPossible = "AmovPpneMstpSrasWpstDnon";
strokeFist = "";
strokeGun = "AmovPpneMstpSrasWpstDnon";
sitDown = "";
salute = "";
turnSpeed = 8;
limitFast = 5.500000;
leanRRot = 0;
leanRShift = 0;
leanLRot = 0;
leanLShift = 0;
upDegree = "ManPosHandGunLying";
};
class CivilStandActions: NoActions {
stop = "AmovPercMstpSnonWnonDnon";
default = "AmovPercMstpSnonWnonDnon";
stopRelaxed = "AidlPercMstpSnonWnonDnon0S";
turnL = "AmovPercMstpSnonWnonDnon_turnL";
turnR = "AmovPercMstpSnonWnonDnon_turnR";
turnLRelaxed = "AmovPercMstpSnonWnonDnon_turnL";
turnRRelaxed = "AmovPercMstpSnonWnonDnon_turnR";
reloadMagazine = "AmovPercMstpSnonWnonDnon";
reloadMGun = "AmovPercMstpSnonWnonDnon";
reloadMortar = "AmovPercMstpSnonWnonDnon";
throwGrenade = "AwopPercMstpSgthWnonDnon_throw";
walkF = "AmovPercMwlkSnonWnonDf";
walkLF = "AmovPercMwlkSnonWnonDfl";
walkRF = "AmovPercMwlkSnonWnonDfr";
walkL = "AmovPercMwlkSnonWnonDl";
walkR = "AmovPercMwlkSnonWnonDr";
walkLB = "AmovPercMwlkSnonWnonDbl";
walkRB = "AmovPercMwlkSnonWnonDbr";
walkB = "AmovPercMwlkSnonWnonDb";
slowF = "AmovPercMrunSnonWnonDf";
slowLF = "AmovPercMrunSnonWnonDfl";
slowRF = "AmovPercMrunSnonWnonDfr";
slowL = "AmovPercMrunSnonWnonDl";
slowR = "AmovPercMrunSnonWnonDr";
slowLB = "AmovPercMrunSnonWnonDbl";
slowRB = "AmovPercMrunSnonWnonDbr";
slowB = "AmovPercMrunSnonWnonDb";
fastF = "AmovPercMsprSnonWnonDf";
fastLF = "AmovPercMsprSnonWnonDfl";
fastRF = "AmovPercMsprSnonWnonDfr";
fastL = "AmovPercMrunSnonWnonDl";
fastR = "AmovPercMrunSnonWnonDr";
fastLB = "AmovPercMrunSnonWnonDbl";
fastRB = "AmovPercMrunSnonWnonDbr";
fastB = "AmovPercMrunSnonWnonDb";
EvasiveForward = "AmovPercMevaSnonWnonDf";
down = "AmovPpneMstpSnonWnonDnon";
up = "AmovPpneMstpSnonWnonDnon";
die = "AdthPercMstpSnonWnonDnon_1";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPercMstpSnonWnonDnon";
binocOn = "AwopPercMstpSoptWbinDnon_non";
binocOff = "AmovPercMstpSnonWnonDnon";
handGunOn = "AmovPercMstpSrasWpstDnon";
takeFlag = "AinvPknlMstpSnonWnonDnon_3";
putDown = "AinvPknlMstpSnonWnonDnon_3";
medic = "AinvPknlMstpSnonWnonDnon_medic_2";
treated = "AinvPknlMstpSnonWnonDnon_healed_2";
PlayerStand = "AmovPercMstpSnonWnonDnon";
PlayerCrouch = "AmovPpneMstpSnonWnonDnon";
PlayerProne = "AmovPpneMstpSnonWnonDnon";
Combat = "AmovPercMstpSrasWrflDnon";
Lying = "AmovPpneMstpSnonWnonDnon";
Stand = "AmovPercMstpSnonWnonDnon";
Crouch = "AmovPpneMstpSnonWnonDnon";
CanNotMove = "AmovPercMstpSnonWnonDnon";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
FireNotPossible = "AmovPercMstpSnonWnonDnon";
strokeFist = "";
strokeGun = "AmovPercMstpSnonWnonDnon";
GetInLow = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow";
GetInMedium = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium";
GetInHigh = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh";
GetOutLow = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutLow";
GetOutMedium = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutMedium";
GetOutHigh = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSnonWnonDnon_getOutHigh";
startSwim = "AswmPercMrunSnonWnonDf";
sitDown = "AmovPsitMstpSnonWnonDnon_ground";
salute = "AmovPercMstpSnonWnonDnon_Salute";
turnSpeed = 8;
limitFast = 4;
leanRRot = 0.570000;
leanRShift = 0.100000;
leanLRot = 0.570000;
leanLShift = 0.070000;
upDegree = "ManPosNoWeapon";
};
class CivilRunActions: CivilStandActions {
throwGrenade = "AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthThrow";
salute = "";
};
class CivilEvasiveActions: CivilStandActions {
useFastMove = 1;
fastF = "AmovPercMevaSnonWnonDf";
fastLF = "AmovPercMevaSnonWnonDfl";
fastRF = "AmovPercMevaSnonWnonDfr";
throwGrenade = "AmovPercMrunSnonWnonDf_AmovPercMstpSnonWnonDnon_gthThrow";
salute = "";
limitFast = 5.500000;
};
class CivilStandSaluteActions: CivilStandActions {
stop = "AmovPercMstpSnonWnonDnon_Salute";
stopRelaxed = "AmovPercMstpSnonWnonDnon_Salute";
default = "AmovPercMstpSnonWnonDnon_Salute";
salute = "";
};
class CivilStandTakeActions: CivilStandActions {
stop = "AinvPknlMstpSnonWnonDnon_3";
StopRelaxed = "AinvPknlMstpSnonWnonDnon_3";
default = "AinvPknlMstpSnonWnonDnon_3";
salute = "";
sitDown = "";
};
class CivilSitActions: CivilStandActions {
turnL = "";
turnR = "";
stop = "AmovPsitMstpSnonWnonDnon_ground";
StopRelaxed = "AmovPsitMstpSnonWnonDnon_ground";
default = "AmovPsitMstpSnonWnonDnon_ground";
strokeFist = "";
sitDown = "";
die = "AdthPsitMstpSlowWrflDnon";
};
class CivilStandSurrenderActions: CivilStandActions {
turnL = "";
turnR = "";
stop = "AmovPercMstpSsurWnonDnon";
StopRelaxed = "AmovPercMstpSsurWnonDnon";
default = "AmovPercMstpSsurWnonDnon";
};
class CivilKneelActions: CivilStandActions {
stop = "AmovPknlMstpSnonWnonDnon";
default = "AmovPknlMstpSnonWnonDnon";
stopRelaxed = "AidlPknlMstpSnonWnonDnon01";
turnL = "AmovPknlMstpSnonWnonDnon_turnL";
turnR = "AmovPknlMstpSnonWnonDnon_turnR";
turnLRelaxed = "AmovPknlMstpSnonWnonDnon_turnL";
turnRRelaxed = "AmovPknlMstpSnonWnonDnon_turnR";
reloadMagazine = "AmovPknlMstpSnonWnonDnon";
reloadMGun = "AmovPknlMstpSnonWnonDnon";
reloadMortar = "AmovPknlMstpSnonWnonDnon";
throwGrenade = "AmovPknlMstpSnonWnonDnon";
walkF = "AmovPknlMwlkSnonWnonDf";
walkLF = "AmovPknlMwlkSnonWnonDfl";
walkRF = "AmovPknlMwlkSnonWnonDfr";
walkL = "AmovPknlMwlkSnonWnonDl";
walkR = "AmovPknlMwlkSnonWnonDr";
walkLB = "AmovPknlMwlkSnonWnonDbl";
walkRB = "AmovPknlMwlkSnonWnonDbr";
walkB = "AmovPknlMwlkSnonWnonDb";
slowF = "AmovPknlMrunSnonWnonDf";
slowLF = "AmovPknlMrunSnonWnonDfl";
slowRF = "AmovPknlMrunSnonWnonDfr";
slowL = "AmovPknlMrunSnonWnonDl";
slowR = "AmovPknlMrunSnonWnonDr";
slowLB = "AmovPknlMrunSnonWnonDbl";
slowRB = "AmovPknlMrunSnonWnonDbr";
slowB = "AmovPknlMrunSnonWnonDb";
fastF = "AmovPknlMsprSnonWnonDf";
fastLF = "AmovPknlMsprSnonWnonDfl";
fastRF = "AmovPknlMsprSnonWnonDfr";
fastL = "AmovPknlMrunSnonWnonDl";
fastR = "AmovPknlMrunSnonWnonDr";
fastLB = "AmovPknlMrunSnonWnonDbl";
fastRB = "AmovPknlMrunSnonWnonDbr";
fastB = "AmovPknlMrunSnonWnonDb";
down = "AmovPpneMstpSnonWnonDnon";
up = "AmovPknlMstpSnonWnonDnon";
die = "AdthPknlMstpSnonWnonDnon_1";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPknlMstpSnonWnonDnon";
binocOn = "AwopPercMstpSoptWbinDnon_non";
binocOff = "AmovPknlMstpSnonWnonDnon";
handGunOn = "AmovPknlMstpSrasWpstDnon";
takeFlag = "AinvPknlMstpSnonWnonDnon_4";
putDown = "AinvPknlMstpSnonWnonDnon_4";
Combat = "AmovPknlMstpSrasWrflDnon";
Lying = "AmovPpneMstpSnonWnonDnon";
Stand = "AmovPercMstpSnonWnonDnon";
Crouch = "AmovPknlMstpSnonWnonDnon";
CanNotMove = "AmovPknlMstpSnonWnonDnon";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
FireNotPossible = "AmovPknlMstpSnonWnonDnon";
strokeFist = "";
strokeGun = "AmovPknlMstpSnonWnonDnon";
sitDown = "";
salute = "";
turnSpeed = 8;
limitFast = 5.500000;
};
class CivilKneelTakeActions: CivilKneelActions {
stop = "AinvPknlMstpSnonWnonDnon_4";
StopRelaxed = "AinvPknlMstpSnonWnonDnon_4";
default = "AinvPknlMstpSnonWnonDnon_4";
salute = "";
sitDown = "";
};
class CivilProneActions: CivilStandActions {
stop = "AmovPpneMstpSnonWnonDnon";
default = "AmovPpneMstpSnonWnonDnon";
stopRelaxed = "AidlPpneMstpSnonWnonDnon01";
turnL = "AmovPpneMstpSnonWnonDnon_turnL";
turnR = "AmovPpneMstpSnonWnonDnon_turnR";
turnLRelaxed = "AmovPpneMstpSnonWnonDnon_turnL";
turnRRelaxed = "AmovPpneMstpSnonWnonDnon_turnR";
reloadMagazine = "AmovPpneMstpSnonWnonDnon";
reloadMGun = "AmovPpneMstpSnonWnonDnon";
reloadMortar = "AmovPpneMstpSnonWnonDnon";
throwGrenade = "AwopPpneMstpSgthWnonDnon_throw";
walkF = "AmovPpneMrunSnonWnonDf";
walkLF = "AmovPpneMrunSnonWnonDfl";
walkRF = "AmovPpneMrunSnonWnonDfr";
walkL = "AmovPpneMrunSnonWnonDl";
walkR = "AmovPpneMrunSnonWnonDr";
walkLB = "AmovPpneMrunSnonWnonDbl";
walkRB = "AmovPpneMrunSnonWnonDbr";
walkB = "AmovPpneMrunSnonWnonDb";
slowF = "AmovPpneMrunSnonWnonDf";
slowLF = "AmovPpneMrunSnonWnonDfl";
slowRF = "AmovPpneMrunSnonWnonDfr";
slowL = "AmovPpneMrunSnonWnonDl";
slowR = "AmovPpneMrunSnonWnonDr";
slowLB = "AmovPpneMrunSnonWnonDbl";
slowRB = "AmovPpneMrunSnonWnonDbr";
slowB = "AmovPpneMrunSnonWnonDb";
fastF = "AmovPpneMrunSnonWnonDf";
fastLF = "AmovPpneMrunSnonWnonDfl";
fastRF = "AmovPpneMrunSnonWnonDfr";
fastL = "AmovPpneMrunSnonWnonDl";
fastR = "AmovPpneMrunSnonWnonDr";
fastLB = "AmovPpneMrunSnonWnonDbl";
fastRB = "AmovPpneMrunSnonWnonDbr";
fastB = "AmovPpneMrunSnonWnonDb";
EvasiveLeft = "AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDl";
EvasiveRight = "AmovPpneMstpSnonWnonDnon_AmovPpneMevaSnonWnonDr";
down = "AmovPercMstpSnonWnonDnon";
up = "AmovPpneMstpSnonWnonDnon";
die = "AdthPpneMstpSnonWnonDnon";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPpneMstpSnonWnonDnon";
binocOn = "AwopPpneMstpSoptWbinDnon_non";
binocOff = "AmovPpneMstpSnonWnonDnon";
handGunOn = "AmovPpneMstpSrasWpstDnon";
takeFlag = "AmovPpneMstpSnonWnonDnon";
putDown = "AmovPpneMstpSnonWnonDnon";
treated = "AmovPpneMstpSnonWnonDnon_healed";
Combat = "AmovPercMstpSrasWrflDnon";
Lying = "AmovPpneMstpSrasWrflDnon";
Stand = "AmovPercMstpSnonWnonDnon";
Crouch = "AmovPpneMstpSnonWnonDnon";
CanNotMove = "AmovPpneMstpSnonWnonDnon";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
FireNotPossible = "AmovPpneMstpSnonWnonDnon";
strokeFist = "";
strokeGun = "AmovPpneMstpSnonWnonDnon";
sitDown = "";
salute = "";
turnSpeed = 8;
limitFast = 5.500000;
leanRRot = 0;
leanRShift = 0;
leanLRot = 0;
leanLShift = 0;
upDegree = "ManPosLyingNoWeapon";
};
class LauncherKneelActions: NoActions {
stop = "AmovPknlMstpSrasWlnrDnon";
default = "AmovPknlMstpSrasWlnrDnon";
weaponOn = "AmovPknlMstpSrasWlnrDnon";
weaponOff = "AmovPknlMstpSrasWrflDnon";
binocOn = "AwopPknlMstpSoptWbinDnon_lnr";
binocOff = "AmovPknlMstpSrasWlnrDnon";
handGunOn = "AmovPknlMstpSrasWpstDnon";
reloadAT = "LauncherReloadKneel";
reloadMagazine = "LauncherReloadKneel";
down = "AmovPpneMstpSnonWnonDnon";
up = "AmovPercMstpSnonWnonDnon";
PlayerStand = "AmovPercMstpSnonWnonDnon";
PlayerCrouch = "AmovPknlMstpSrasWlnrDnon";
PlayerProne = "AmovPpneMstpSnonWnonDnon";
Combat = "AmovPercMstpSrasWrflDnon";
Lying = "AmovPpneMstpSrasWrflDnon";
Stand = "AmovPercMstpSlowWrflDnon";
Crouch = "AmovPknlMstpSrasWrflDnon";
die = "AdthPknlMwlkSrasWlnrDf_1";
Civil = "AmovPercMstpSnonWnonDnon";
CivilLying = "AmovPpneMstpSnonWnonDnon";
walkF = "AmovPknlMwlkSrasWlnrDf";
walkLF = "AmovPknlMwlkSrasWlnrDfl";
walkRF = "AmovPknlMwlkSrasWlnrDfr";
walkL = "AmovPknlMwlkSrasWlnrDl";
walkR = "AmovPknlMwlkSrasWlnrDr";
walkLB = "AmovPknlMwlkSrasWlnrDbl";
walkRB = "AmovPknlMwlkSrasWlnrDbr";
walkB = "AmovPknlMwlkSrasWlnrDb";
slowF = "AmovPercMrunSlowWlnrDf";
slowLF = "AmovPercMrunSlowWlnrDfl";
slowRF = "AmovPercMrunSlowWlnrDfr";
slowL = "AmovPercMrunSlowWlnrDl";
slowR = "AmovPercMrunSlowWlnrDr";
slowLB = "AmovPercMrunSlowWlnrDbl";
slowRB = "AmovPercMrunSlowWlnrDbr";
slowB = "AmovPercMrunSlowWlnrDb";
fastF = "AmovPercMrunSlowWlnrDf";
fastLF = "AmovPercMrunSlowWlnrDfl";
fastRF = "AmovPercMrunSlowWlnrDfr";
fastL = "AmovPercMrunSlowWlnrDl";
fastR = "AmovPercMrunSlowWlnrDr";
fastLB = "AmovPercMrunSlowWlnrDbl";
fastRB = "AmovPercMrunSlowWlnrDbr";
fastB = "AmovPercMrunSlowWlnrDb";
EvasiveForward = "AmovPercMevaSlowWlnrDf";
turnL = "AmovPknlMstpSrasWlnrDnon_turnL";
turnR = "AmovPknlMstpSrasWlnrDnon_turnR";
turnLRelaxed = "AmovPknlMstpSrasWlnrDnon_turnL";
turnRRelaxed = "AmovPknlMstpSrasWlnrDnon_turnR";
getInCar = "AmovPknlMstpSrasWrflDnon";
getOutCar = "AmovPknlMstpSrasWrflDnon";
getInTank = "AmovPknlMstpSrasWrflDnon";
getOutTank = "AmovPknlMstpSrasWrflDnon";
upDegree = "ManPosWeapon";
};
class LauncherKneelStpActions: LauncherKneelActions {
die = "AdthPknlMstpSrasWlnrDnon_1";
};
class LauncherStandStpActions: LauncherKneelActions {
die = "AdthPercMstpSlowWlnrDnon_1";
};
class LauncherStandRunFActions: LauncherKneelActions {
die = "AdthPercMrunSlowWlnrDf_1";
};
class LauncherStandRunBActions: LauncherKneelActions {
die = "AdthPercMrunSlowWlnrDb_1";
};
class LauncherKneelEvasiveFActions: LauncherStandRunFActions {
walkF = "AmovPercMevaSlowWlnrDf";
slowF = "AmovPercMevaSlowWlnrDf";
fastF = "AmovPercMevaSlowWlnrDf";
};
class LadderActions: NoActions {
stop = "LadderStatic";
default = "LadderStatic";
upDegree = "ManPosStand";
turnSpeed = 0.100000;
ladderOff = "AmovPercMstpSnonWnonDnon";
ladderOffTop = "LadderUpEnd";
ladderOffBottom = "LadderDownEnd";
down = "LadderDownLoop";
up = "LadderUpLoop";
die = "AdthPercMstpSnonWnonDnon_1";
};
[/QUOTE]
Kronzky
Dec 18 2006, 18:35
This is excellent. This will help us all when searching for a particular animation.
BI should modify their wiki to include the description per animation.
Well... while BIS does submit some original content to the Wiki, it is mainly meant as a community tool, so that *anybody* who has interesting information regarding OFP/ArmA has a place to share this at.
So - it would be nice if somebody here could update the Wiki list (http://community.bistudio.com/wiki/Armed_Assault:_Moves_List). It would be a *much* better place for this info than some thread here that's going to get "washed away" soon.
I don't really have the time right now to do it myself, but I'd be happy to help you familiarize yourself with the Wiki in case you've never used it.
stingfish74
Dec 28 2006, 18:33
hey Vänskä
how did you make those moves? i wanted to know if you are able to make a change to the anim.
i want the rifle to appear in a sling postion when using your sidearm. right now, the rifle is in a verticle position when using your pistol, i would like to have the rifle in a sling position like horizontal across the back, or on the hip like when throwing grenages in a crouched position. is this possible?
I would also like to know how to make own animations.
I think i saw something to create animations on armed-assault.de but i can't find it anymore. http://forums.bistudio.com/oldsmileys/confused_o.gif
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